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path: root/scene/2d/light_2d.h (follow)
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* Remove the selection rect for nodes that do not require itGilles Roudiere2018-04-031-0/+1
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* 2D editor GUI input rework. Changes are:Gilles Roudiere2018-02-161-0/+3
| | | | | | | | | | - The input handling is done into several distinct functions, and the code is more consistent. - The actions' history is more precise ("Edited CanvasItem" is now "Rotated CanvasItem","Moved CanvasItem",etc...) - Fixed a little bug about input key events not forwarded correctly to plugins - IK is followed by default when you move a bone node, the alt-key allow you to move it normally
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Rework the canvas_item API for further improves to the canvas item editorGilles Roudiere2017-11-191-5/+4
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* add shadow_filter variant PCF7letheed2017-09-011-0/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* -Fixed occluder rendering, closes #8560Juan Linietsky2017-06-131-0/+4
| | | | -Ability to smooth out 2D shadow filters
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-27/+24
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-1/+1
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-7/+22
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-7/+22
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | | | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* | Add editor_only param to Light2DPedro J. Estébanez2016-10-041-0/+4
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* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-181-0/+28
| | | Also removes a couple wrong Godot headers from third-party source files.
* -Added configuration warning system for nodesJuan Linietsky2016-05-171-0/+2
| | | | | -Added a new "add" and "instance" buttons for scene tree -Added a vformat() function to ease translation work
* Make both lights and occluders stop working if hidden, fixes #2437Juan Linietsky2016-01-011-0/+1
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* -New mask mode for lights, makes using masks MUCH easier.Juan Linietsky2015-12-081-0/+1
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* ability to change shadow color in light2dJuan Linietsky2015-06-241-0/+5
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* Changes to LightJuan Linietsky2015-04-031-3/+15
| | | | | | | | -=-=-=-=-=-=-=-= -Changed material unshaded property for an enum, which supports light-only shading -Added a "Mix" shading mode, useful for using lights as masks -Added energy parameter to Light2D
* avoid function naming conflict on light scaleJuan Linietsky2015-03-221-2/+2
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* added spatial and node2d helper methodsJuan Linietsky2015-03-221-1/+1
| | | | | to perform operations such as translaiton, rotation, etc directly on nodes.
* small optimizations to isometric light demoJuan Linietsky2015-03-101-0/+4
| | | | | should work faster, and even faster if exported.. as textures have been optimized.
* lot of work on 2D lighting and isometric mapsJuan Linietsky2015-03-091-0/+4
| | | | | added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
* support for 2D shadow castersJuan Linietsky2015-03-021-0/+8
| | | | | | | | | | Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
* support for light and normal mapping in 2DJuan Linietsky2015-02-181-19/+17
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* -Some more work on 2D Lights (NOT FUNCTIONAL YET!)reduz2015-02-161-0/+80